Artstyle/ Environment: The artstyle was very interesting and unique. Reminds me a bit of bendy the ink machine . Of course pencil sketch in horror games in general isn't rare but this one had it's own unique vibe and design ranging from the walls and flooring to the boxes and furniture scattered around the map. The environment itself was alright level detailed with the stains, the footprints etc. etc. Most of the detail of course goes to the artstyle. The choice of black and white itself is interesting.
Music: The music, the usage of music and the timing of music was all properly done. The ambient music itself is very pretty great with it's eerie but mysterious and sometimes even a triumphant vibe to it. Of course we also have the music before and after the monster arrival which is super tense and creepy which really matches with the heartbeat and whispers
Monster/ Monster Design/ Abilities: The monster design is pretty eerie and impressively detailed with it having a big eye that is pretty hard to distinguish from it's skin and it's surrounding features added with the sharp pointy teeth. The AI and the mechanic with the monster was way too simple though. You hear a alarm and you hide- that's it. The monster itself doesn't or at least didn't pose any threat to me in my gameplay. Also I didn't really understand the explanation of the abilities or why we have icons for them- Like the icons don't glow or like change or anything. Maybe in a future chapter you guys might make it harder by removing one of those "abilities"(odd to call them that cause they are more like "signs" or something) but that still is kind of odd to put them on the screen. Like if it was in the inventory then it would make sense sorta. Back to the abilities themself. I just feel like the way the abilities was explained in the game made it feel like the game was gonna be way more dynamic. Like a BIG map with no loading screens where the monster or whatever is dynamic and not like a program script that triggers after a certain time. You guys could've really written all that in 3 lines rather then making it seem like it was more. Of course maybe in the next episode maybe this information would be useful or the icons might help a lot but at least in episode 1 it wasn't shown which probably isn't smart considering this game being a entryway to future episodes.
Puzzle: To be honest I suck at puzzles so I might not be the best person to review or talk about it so you can ignore this but maybe like make it obvious the lamp is interactable?
Bugs: The key near the broken door that the monster broke was bugged and i tried every angle (crouching) at it was just uninteractable. I was able to fix it after restarting but the game didn't save so. Also the vent table thing feels a little rough. Like It's not a bug exactly but one thing you do it let the player have that "feel" that they can enter the gap by crouching while not letting them in cause of the table being too close instead of it feeling totally like a wall in this game. I'll let you figure out how you would give feedback there.
Jumpscares: Why? Like I am just confused. I don't know if this is indie studio or a solo dev but clearly you know how to make a good game then why use jumpscares? Now of course jumpscares inherently aren't bad and there are different intensity of jumpscares some of which can be good or can be one's I might not have a negative opinion of but it's how you implement it that matters. Like the creeper from Minecraft as a example, which is totally different genre and video game but it's a different type of jumpscares that's also not a jumpscares. Like that there are other forms of jumpscares but the one you used at least was just cheap. My only conclusion is you used it for marketing purposes -- Creator looks at jumpscares and screams or falls down the chair causing clip and etc. But doing that does ruin the atmosphere and well removes all the fear and eeriness that the game builds up throughout the game. I really would suggest you to rethink adding jumpscares in future games